//
// "$Id: Fl.cxx,v 1.1 2007-08-31 10:13:41 dcommander Exp $"
//
// Main event handling code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2006 by Bill Spitzak and others.
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301
// USA.
//
// Please report all bugs and problems on the following page:
//
//     http://www.fltk.org/str.php
//

// warning: the Apple Quartz version still uses some Quickdraw calls,
//          mostly to get around the single active context in QD and 
//          to implement clipping. This should be changed into pure
//          Quartz calls in the near future.

#include <FL/Fl.H>
#include <FL/Fl_Window.H>
#include <FL/x.H>
#include <FL/Fl_Tooltip.H>
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include "flstring.h"

#ifdef DEBUG
#  include <stdio.h>
#endif // DEBUG

#ifdef WIN32
#  include <ole2.h>
void fl_free_fonts(void);
HBRUSH fl_brush_action(int action);
void fl_cleanup_pens(void);
void fl_release_dc(HWND,HDC);
void fl_cleanup_dc_list(void);
#endif // WIN32

//
// Globals...
//

Fl_Widget	*Fl::belowmouse_,
		*Fl::pushed_,
		*Fl::focus_,
		*Fl::selection_owner_;
int		Fl::damage_,
		Fl::e_number,
		Fl::e_x,
		Fl::e_y,
		Fl::e_x_root,
		Fl::e_y_root,
		Fl::e_dx,
		Fl::e_dy,
		Fl::e_state,
		Fl::e_clicks,
		Fl::e_is_click,
		Fl::e_keysym;
char		*Fl::e_text = (char *)"";
int		Fl::e_length;
int		Fl::visible_focus_ = 1,
		Fl::dnd_text_ops_ = 1;


//
// 'Fl::version()' - Return the API version number...
//

double
Fl::version() {
  return FL_VERSION;
}


//
// 'Fl:event_inside()' - Return whether or not the mouse event is inside
//                       the given rectangle.
//

int Fl::event_inside(int xx,int yy,int ww,int hh) /*const*/ {
  int mx = e_x - xx;
  int my = e_y - yy;
  return (mx >= 0 && mx < ww && my >= 0 && my < hh);
}

int Fl::event_inside(const Fl_Widget *o) /*const*/ {
  int mx = e_x - o->x();
  int my = e_y - o->y();
  return (mx >= 0 && mx < o->w() && my >= 0 && my < o->h());
}

//
//
// timer support
//

#ifdef WIN32

/// implementation in Fl_win32.cxx

#elif defined(__APPLE__)

/// implementation in Fl_mac.cxx

#else

//
// X11 timers
//


////////////////////////////////////////////////////////////////
// Timeouts are stored in a sorted list, so only the first one needs
// to be checked to see if any should be called.
  
struct Timeout {
  double time;
  void (*cb)(void*);
  void* arg;
  Timeout* next;
};
static Timeout* first_timeout, *free_timeout;
static int first_timeout_count, free_timeout_count;

#include <sys/time.h>

// I avoid the overhead of getting the current time when we have no
// timeouts by setting this flag instead of getting the time.
// In this case calling elapse_timeouts() does nothing, but records
// the current time, and the next call will actualy elapse time.
static char reset_clock = 1;

static void elapse_timeouts() {
  static struct timeval prevclock;
  struct timeval newclock;
  gettimeofday(&newclock, NULL);
  double elapsed = newclock.tv_sec - prevclock.tv_sec +
    (newclock.tv_usec - prevclock.tv_usec)/1000000.0;
  prevclock.tv_sec = newclock.tv_sec;
  prevclock.tv_usec = newclock.tv_usec;
  if (reset_clock) {
    reset_clock = 0;
  } else if (elapsed > 0) {
    for (Timeout* t = first_timeout; t; t = t->next) t->time -= elapsed;
  }
}

// Continuously-adjusted error value, this is a number <= 0 for how late
// we were at calling the last timeout. This appears to make repeat_timeout
// very accurate even when processing takes a significant portion of the
// time interval:
static double missed_timeout_by;

void Fl::add_timeout(double time, Fl_Timeout_Handler cb, void *argp) {
  elapse_timeouts();
  repeat_timeout(time, cb, argp);
}

void Fl::repeat_timeout(double time, Fl_Timeout_Handler cb, void *argp) {
  time += missed_timeout_by; if (time < -.05) time = 0;
  Timeout* t = free_timeout;
  if (t) {
      free_timeout = t->next;
      --free_timeout_count;
  } else {
      t = new Timeout;
  }
  t->time = time;
  t->cb = cb;
  t->arg = argp;
  // insert-sort the new timeout:
  Timeout** p = &first_timeout; 
  while (*p && (*p)->time <= time) p = &((*p)->next);
  t->next = *p;
  *p = t;
}

int Fl::has_timeout(Fl_Timeout_Handler cb, void *argp) {
  for (Timeout* t = first_timeout; t; t = t->next)
    if (t->cb == cb && t->arg == argp) return 1;
  return 0;
}

void Fl::remove_timeout(Fl_Timeout_Handler cb, void *argp) {
  // This version removes all matching timeouts, not just the first one.
  // This may change in the future.
  for (Timeout** p = &first_timeout; *p;) {
    Timeout* t = *p;
    if (t->cb == cb && (t->arg == argp || !argp)) {
      *p = t->next;
      t->next = free_timeout;
      free_timeout = t;
    } else {
      p = &(t->next);
    }
  }
}

#endif

////////////////////////////////////////////////////////////////
// Checks are just stored in a list. They are called in the reverse
// order that they were added (this may change in the future).
// This is a bit messy because I want to allow checks to be added,
// removed, and have wait() called from inside them, to do this
// next_check points at the next unprocessed one for the outermost
// call to Fl::wait().

struct Check {
  void (*cb)(void*);
  void* arg;
  Check* next;
};
static Check *first_check, *next_check, *free_check;

void Fl::add_check(Fl_Timeout_Handler cb, void *argp) {
  Check* t = free_check;
  if (t) free_check = t->next;
  else t = new Check;
  t->cb = cb;
  t->arg = argp;
  t->next = first_check;
  if (next_check == first_check) next_check = t;
  first_check = t;
}

void Fl::remove_check(Fl_Timeout_Handler cb, void *argp) {
  for (Check** p = &first_check; *p;) {
    Check* t = *p;
    if (t->cb == cb && t->arg == argp) {
      if (next_check == t) next_check = t->next;
      *p = t->next;
      t->next = free_check;
      free_check = t;
    } else {
      p = &(t->next);
    }
  }
}

#if !defined(__APPLE__)
static void run_checks()
{
  // checks are a bit messy so that add/remove and wait may be called
  // from inside them without causing an infinite loop:
  if (next_check == first_check) {
    while (next_check) {
      Check* checkp = next_check;
      next_check = checkp->next;
      (checkp->cb)(checkp->arg);
    }
    next_check = first_check;
  }
}
#endif // !__APPLE__

static char in_idle;

////////////////////////////////////////////////////////////////
// wait/run/check/ready:

void (*Fl::idle)(); // see Fl_add_idle.cxx for the add/remove functions

extern int fl_ready(); // in Fl_<platform>.cxx
extern int fl_wait(double time); // in Fl_<platform>.cxx

double Fl::wait(double time_to_wait) {
  // delete all widgets that were listed during callbacks
  do_widget_deletion();

#ifdef WIN32

  return fl_wait(time_to_wait);

#elif defined(__APPLE__)

  flush();
  if (idle) {
    if (!in_idle) {
      in_idle = 1;
      idle();
      in_idle = 0;
    }
    // the idle function may turn off idle, we can then wait:
    if (idle) time_to_wait = 0.0;
  }
  return fl_wait(time_to_wait);

#else

  if (first_timeout) {
    elapse_timeouts();
    Timeout *t;
    while ((t = first_timeout)) {
      if (t->time > 0) break;
      // The first timeout in the array has expired.
      missed_timeout_by = t->time;
      // We must remove timeout from array before doing the callback:
      void (*cb)(void*) = t->cb;
      void *argp = t->arg;
      first_timeout = t->next;
      t->next = free_timeout;
      free_timeout = t;
      ++free_timeout_count;
      --first_timeout_count;
      // Now it is safe for the callback to do add_timeout:
      cb(argp);
    }
  } else {
    reset_clock = 1; // we are not going to check the clock
  }
  run_checks();
//  if (idle && !fl_ready()) {
  if (idle) {
    if (!in_idle) {
      in_idle = 1;
      idle();
      in_idle = 0;
    }
    // the idle function may turn off idle, we can then wait:
    if (idle) time_to_wait = 0.0;
  }
  if (first_timeout && first_timeout->time < time_to_wait)
    time_to_wait = first_timeout->time;
  if (time_to_wait <= 0.0) {
    // do flush second so that the results of events are visible:
    int ret = fl_wait(0.0);
    flush();
    return ret;
  } else {
    // do flush first so that user sees the display:
    flush();
    return fl_wait(time_to_wait);
  }
#endif
}

#define FOREVER 1e20

int Fl::run() {
  while (Fl_X::first) wait(FOREVER);
#ifdef WIN32
  fl_free_fonts();        // do some WIN32 cleanup
  fl_cleanup_pens();
  OleUninitialize();
  fl_brush_action(1);
  fl_cleanup_dc_list();
#endif
  return 0;
}

int Fl::wait() {
  if (!Fl_X::first) return 0;
  wait(FOREVER);
  return Fl_X::first != 0; // return true if there is a window
}

int Fl::check() {
  wait(0.0);
  return Fl_X::first != 0; // return true if there is a window
}

int Fl::ready() {
#if ! defined( WIN32 )  &&  ! defined(__APPLE__)
  if (first_timeout) {
    elapse_timeouts();
    if (first_timeout->time <= 0) return 1;
  } else {
    reset_clock = 1;
  }
#endif
  return fl_ready();
}

////////////////////////////////////////////////////////////////
// Window list management:

Fl_X* Fl_X::first;

Fl_Window* fl_find(Window xid) {
  Fl_X *window;
  for (Fl_X **pp = &Fl_X::first; (window = *pp); pp = &window->next)
#ifdef __APPLE_QD__
    if (window->xid == xid && !window->w->window()) {
#elif defined(__APPLE_QUARTZ__)
    if (window->xid == xid && !window->w->window()) {
#else
    if (window->xid == xid) {
#endif // __APPLE__
      if (window != Fl_X::first && !Fl::modal()) {
	// make this window be first to speed up searches
	// this is not done if modal is true to avoid messing up modal stack
	*pp = window->next;
	window->next = Fl_X::first;
	Fl_X::first = window;
      }
      return window->w;
    }
  return 0;
}

Fl_Window* Fl::first_window() {
  Fl_X* i = Fl_X::first;
  return i ? i->w : 0;
}

Fl_Window* Fl::next_window(const Fl_Window* window) {
  Fl_X* i = Fl_X::i(window)->next;
  return i ? i->w : 0;
}

void Fl::first_window(Fl_Window* window) {
  if (!window || !window->shown()) return;
  fl_find(fl_xid(window));
}

void Fl::redraw() {
  for (Fl_X* i = Fl_X::first; i; i = i->next) i->w->redraw();
}

void Fl::flush() {
  if (damage()) {
    damage_ = 0;
    for (Fl_X* i = Fl_X::first; i; i = i->next) {
      if (i->wait_for_expose) {damage_ = 1; continue;}
      Fl_Window* wi = i->w;
      if (!wi->visible_r()) continue;
      if (wi->damage()) {i->flush(); wi->clear_damage();}
      // destroy damage regions for windows that don't use them:
      if (i->region) {XDestroyRegion(i->region); i->region = 0;}
    }
  }

#ifdef WIN32
  GdiFlush();
#elif defined(__APPLE_QD__)
  GrafPtr port;
  GetPort( &port );
  if ( port )
    QDFlushPortBuffer( port, 0 );
#elif defined (__APPLE_QUARTZ__)
  if (fl_gc)
    CGContextFlush(fl_gc);
#else
  if (fl_display) XFlush(fl_display);
#endif
}

////////////////////////////////////////////////////////////////
// Event handlers:

struct handler_link {
  int (*handle)(int);
  handler_link *next;
};

static handler_link *handlers = 0;

void Fl::add_handler(int (*ha)(int)) {
  handler_link *l = new handler_link;
  l->handle = ha;
  l->next = handlers;
  handlers = l;
}

void Fl::remove_handler(int (*ha)(int)) {
  handler_link *l, *p;

  // Search for the handler in the list...
  for (l = handlers, p = 0; l && l->handle != ha; p = l, l = l->next);

  if (l) {
    // Found it, so remove it from the list...
    if (p) p->next = l->next;
    else handlers = l->next;

    // And free the record...
    delete l;
  }
}

int (*fl_local_grab)(int); // used by fl_dnd.cxx

static int send_handlers(int e) {
  for (const handler_link *hl = handlers; hl; hl = hl->next)
    if (hl->handle(e)) return 1;
  return 0;
}

////////////////////////////////////////////////////////////////

Fl_Widget* fl_oldfocus; // kludge for Fl_Group...

void Fl::focus(Fl_Widget *o) {
  if (o && !o->visible_focus()) return;
  if (grab()) return; // don't do anything while grab is on
  Fl_Widget *p = focus_;
  if (o != p) {
    Fl::compose_reset();
    focus_ = o;
    fl_oldfocus = 0;
    int old_event = e_number;
    e_number = FL_UNFOCUS;
    for (; p; p = p->parent()) {
      p->handle(FL_UNFOCUS);
      fl_oldfocus = p;
    }
    e_number = old_event;
  }
}

static char dnd_flag = 0; // make 'belowmouse' send DND_LEAVE instead of LEAVE

void Fl::belowmouse(Fl_Widget *o) {
  if (grab()) return; // don't do anything while grab is on
  Fl_Widget *p = belowmouse_;
  if (o != p) {
    belowmouse_ = o;
    int old_event = e_number;
    e_number = dnd_flag ? FL_DND_LEAVE : FL_LEAVE;
    for (; p && !p->contains(o); p = p->parent()) {
      p->handle(e_number);
    }
    e_number = old_event;
  }
}

void Fl::pushed(Fl_Widget *o) {
  pushed_ = o;
}

Fl_Window *fl_xfocus;	// which window X thinks has focus
Fl_Window *fl_xmousewin;// which window X thinks has FL_ENTER
Fl_Window *Fl::grab_;	// most recent Fl::grab()
Fl_Window *Fl::modal_;	// topmost modal() window

static void nothing(Fl_Widget *) {}
void (*Fl_Tooltip::enter)(Fl_Widget *) = nothing;
void (*Fl_Tooltip::exit)(Fl_Widget *) = nothing;

// Update modal(), focus() and other state according to system state,
// and send FL_ENTER, FL_LEAVE, FL_FOCUS, and/or FL_UNFOCUS events.
// This is the only function that produces these events in response
// to system activity.
// This is called whenever a window is added or hidden, and whenever
// X says the focus or mouse window have changed.

void fl_fix_focus() {
#ifdef DEBUG
  puts("fl_fix_focus();");
#endif // DEBUG

  if (Fl::grab()) return; // don't do anything while grab is on.

  // set focus based on Fl::modal() and fl_xfocus
  Fl_Widget* w = fl_xfocus;
  if (w) {
    int saved = Fl::e_keysym;
    if (Fl::e_keysym < (FL_Button + FL_LEFT_MOUSE) ||
        Fl::e_keysym > (FL_Button + FL_RIGHT_MOUSE))
      Fl::e_keysym = 0; // make sure widgets don't think a keystroke moved focus
    while (w->parent()) w = w->parent();
    if (Fl::modal()) w = Fl::modal();
    if (!w->contains(Fl::focus()))
      if (!w->take_focus()) Fl::focus(w);
    Fl::e_keysym = saved;
  } else
    Fl::focus(0);

// MRS: Originally we checked the button state, but a user reported that it
//      broke click-to-focus in FLWM?!?
//  if (!(Fl::event_state() & 0x7f00000 /*FL_BUTTONS*/)) {
  if (!Fl::pushed()) {
    // set belowmouse based on Fl::modal() and fl_xmousewin:
    w = fl_xmousewin;
    if (w) {
      if (Fl::modal()) w = Fl::modal();
      if (!w->contains(Fl::belowmouse())) {
        int old_event = Fl::e_number;
	w->handle(Fl::e_number = FL_ENTER);
	Fl::e_number = old_event;
	if (!w->contains(Fl::belowmouse())) Fl::belowmouse(w);
      } else {
	// send a FL_MOVE event so the enter/leave state is up to date
	Fl::e_x = Fl::e_x_root-fl_xmousewin->x();
	Fl::e_y = Fl::e_y_root-fl_xmousewin->y();
        int old_event = Fl::e_number;
	w->handle(Fl::e_number = FL_MOVE);
	Fl::e_number = old_event;
      }
    } else {
      Fl::belowmouse(0);
      Fl_Tooltip::enter(0);
    }
  }
}

#ifndef WIN32
extern Fl_Widget *fl_selection_requestor; // from Fl_x.cxx
#endif

// This function is called by ~Fl_Widget() and by Fl_Widget::deactivate
// and by Fl_Widget::hide().  It indicates that the widget does not want
// to receive any more events, and also removes all global variables that
// point at the widget.
// I changed this from the 1.0.1 behavior, the older version could send
// FL_LEAVE or FL_UNFOCUS events to the widget.  This appears to not be
// desirable behavior and caused flwm to crash.

void fl_throw_focus(Fl_Widget *o) {
#ifdef DEBUG
  printf("fl_throw_focus(o=%p)\n", o);
#endif // DEBUG

  if (o->contains(Fl::pushed())) Fl::pushed_ = 0;
#ifndef WIN32
  if (o->contains(fl_selection_requestor)) fl_selection_requestor = 0;
#endif
  if (o->contains(Fl::belowmouse())) Fl::belowmouse_ = 0;
  if (o->contains(Fl::focus())) Fl::focus_ = 0;
  if (o == fl_xfocus) fl_xfocus = 0;
  if (o == Fl_Tooltip::current()) Fl_Tooltip::current(0);
  if (o == fl_xmousewin) fl_xmousewin = 0;
  Fl_Tooltip::exit(o);
  fl_fix_focus();
}

////////////////////////////////////////////////////////////////

// Call to->handle but first replace the mouse x/y with the correct
// values to account for nested X windows. 'window' is the outermost
// window the event was posted to by X:
static int send(int event, Fl_Widget* to, Fl_Window* window) {
  int dx, dy;
  int old_event = Fl::e_number;
  if (window) {
    dx = window->x();
    dy = window->y();
  } else {
    dx = dy = 0;
  }
  for (const Fl_Widget* w = to; w; w = w->parent())
    if (w->type()>=FL_WINDOW) {dx -= w->x(); dy -= w->y();}
  int save_x = Fl::e_x; Fl::e_x += dx;
  int save_y = Fl::e_y; Fl::e_y += dy;
  int ret = to->handle(Fl::e_number = event);
  Fl::e_number = old_event;
  Fl::e_y = save_y;
  Fl::e_x = save_x;
  return ret;
}

int Fl::handle(int e, Fl_Window* window)
{
  e_number = e;
  if (fl_local_grab) return fl_local_grab(e);

  Fl_Widget* wi = window;

  switch (e) {

  case FL_CLOSE:
    if (grab() || modal() && window != modal()) return 0;
    wi->do_callback();
    return 1;

  case FL_SHOW:
    wi->show(); // this calls Fl_Widget::show(), not Fl_Window::show()
    return 1;

  case FL_HIDE:
    wi->hide(); // this calls Fl_Widget::hide(), not Fl_Window::hide()
    return 1;

  case FL_PUSH:
#ifdef DEBUG
    printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG

    if (grab()) wi = grab();
    else if (modal() && wi != modal()) return 0;
    pushed_ = wi;
    Fl_Tooltip::current(wi);
    if (send(e, wi, window)) return 1;
    // raise windows that are clicked on:
    window->show();
    return 1;

  case FL_DND_ENTER:
  case FL_DND_DRAG:
    dnd_flag = 1;
    break;

  case FL_DND_LEAVE:
    dnd_flag = 1;
    belowmouse(0);
    dnd_flag = 0;
    return 1;

  case FL_DND_RELEASE:
    wi = belowmouse();
    break;

  case FL_MOVE:
  case FL_DRAG:
    fl_xmousewin = window; // this should already be set, but just in case.
    if (pushed()) {
      wi = pushed();
      if (grab()) wi = grab();
      e_number = e = FL_DRAG;
      break;
    }
    if (modal() && wi != modal()) wi = 0;
    if (grab()) wi = grab();
    {Fl_Widget* pbm = belowmouse();
    int ret = (wi && send(e, wi, window));
    if (pbm != belowmouse()) {
#ifdef DEBUG
      printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG
      Fl_Tooltip::enter(belowmouse());
    }
    return ret;}

  case FL_RELEASE: {
//    printf("FL_RELEASE: window=%p, pushed() = %p, grab() = %p, modal() = %p\n",
//           window, pushed(), grab(), modal());

    if (grab()) {
      wi = grab();
      pushed_ = 0; // must be zero before callback is done!
    } else if (pushed()) {
      wi = pushed();
      pushed_ = 0; // must be zero before callback is done!
    } else if (modal() && wi != modal()) return 0;
    int r = send(e, wi, window);
    fl_fix_focus();
    return r;}

  case FL_UNFOCUS:
    window = 0;
  case FL_FOCUS:
    fl_xfocus = window;
    fl_fix_focus();
    return 1;

  case FL_KEYBOARD:
#ifdef DEBUG
    printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG

    Fl_Tooltip::enter((Fl_Widget*)0);

    fl_xfocus = window; // this should not happen!  But maybe it does:

    // Try it as keystroke, sending it to focus and all parents:
    for (wi = grab() ? grab() : focus(); wi; wi = wi->parent())
      if (send(FL_KEYBOARD, wi, window)) return 1;

    // recursive call to try shortcut:
    if (handle(FL_SHORTCUT, window)) return 1;

    // and then try a shortcut with the case of the text swapped, by
    // changing the text and falling through to FL_SHORTCUT case:
    {unsigned char* c = (unsigned char*)event_text(); // cast away const
    if (!isalpha(*c)) return 0;
    *c = isupper(*c) ? tolower(*c) : toupper(*c);}
    e_number = e = FL_SHORTCUT;

  case FL_SHORTCUT:
    if (grab()) {wi = grab(); break;} // send it to grab window

    // Try it as shortcut, sending to mouse widget and all parents:
    wi = belowmouse(); if (!wi) {wi = modal(); if (!wi) wi = window;}
    for (; wi; wi = wi->parent()) if (send(FL_SHORTCUT, wi, window)) return 1;

    // try using add_handle() functions:
    if (send_handlers(FL_SHORTCUT)) return 1;

    // make Escape key close windows:
    if (event_key()==FL_Escape) {
      wi = modal(); if (!wi) wi = window;
      wi->do_callback();
      return 1;
    }

    return 0;

  case FL_ENTER:
#ifdef DEBUG
    printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG

    fl_xmousewin = window;
    fl_fix_focus();
    Fl_Tooltip::enter(belowmouse());
    return 1;

  case FL_LEAVE:
#ifdef DEBUG
    printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG

    if (!pushed_) {
      belowmouse(0);
      Fl_Tooltip::enter(0);
    }
    if (window == fl_xmousewin) {fl_xmousewin = 0; fl_fix_focus();}
    return 1;

  case FL_MOUSEWHEEL:
    fl_xfocus = window; // this should not happen!  But maybe it does:

    // Try sending it to the grab and then the window:
    if (grab()) {
      if (send(FL_MOUSEWHEEL, grab(), window)) return 1;
    }
    if (send(FL_MOUSEWHEEL, window, window)) return 1;
  default:
    break;
  }
  if (wi && send(e, wi, window)) {
    dnd_flag = 0;
    return 1;
  }
  dnd_flag = 0;
  return send_handlers(e);
}

////////////////////////////////////////////////////////////////
// hide() destroys the X window, it does not do unmap!

#if !defined(WIN32) && USE_XFT
extern void fl_destroy_xft_draw(Window);
#endif

void Fl_Window::hide() {
  clear_visible();

  if (!shown()) return;

  // remove from the list of windows:
  Fl_X* ip = i;
  Fl_X** pp = &Fl_X::first;
  for (; *pp != ip; pp = &(*pp)->next) if (!*pp) return;
  *pp = ip->next;

#ifdef __APPLE_QD__
  // remove all childwindow links
  for ( Fl_X *pc = Fl_X::first; pc; pc = pc->next )
  { 
    if ( pc->xidNext == ip ) pc->xidNext = ip->xidNext;
    if ( pc->xidChildren == ip ) pc->xidChildren = ip->xidNext;   
  }
#elif defined(__APPLE_QUARTZ__)
  // remove all childwindow links
  for ( Fl_X *pc = Fl_X::first; pc; pc = pc->next )
  {
    if ( pc->xidNext == ip ) pc->xidNext = ip->xidNext;
    if ( pc->xidChildren == ip ) pc->xidChildren = ip->xidNext;
  }
#endif // __APPLE__

  i = 0;

  // recursively remove any subwindows:
  for (Fl_X *wi = Fl_X::first; wi;) {
    Fl_Window* W = wi->w;
    if (W->window() == this) {
      W->hide();
      W->set_visible();
      wi = Fl_X::first;
    } else wi = wi->next;
  }

  if (this == Fl::modal_) { // we are closing the modal window, find next one:
    Fl_Window* W;
    for (W = Fl::first_window(); W; W = Fl::next_window(W))
      if (W->modal()) break;
    Fl::modal_ = W;
  }

  // Make sure no events are sent to this window:
  fl_throw_focus(this);
  handle(FL_HIDE);

#ifdef WIN32
  // this little trick keeps the current clipboard alive, even if we are about
  // to destroy the window that owns the selection.
  if (GetClipboardOwner()==ip->xid) {
    Fl_Window *w1 = Fl::first_window();
    if (w1 && OpenClipboard(fl_xid(w1))) {
      EmptyClipboard();
      SetClipboardData(CF_TEXT, NULL);
      CloseClipboard();
    }
  }
  // Send a message to myself so that I'll get out of the event loop...
  PostMessage(ip->xid, WM_APP, 0, 0);
  if (ip->private_dc) fl_release_dc(ip->xid, ip->private_dc);
    if (ip->xid == fl_window && fl_gc) {
      fl_release_dc(fl_window, fl_gc);
      fl_window = (HWND)-1;
      fl_gc = 0;
    }
#elif defined(__APPLE_QD__)
  if ( ip->xid == fl_window )
    fl_window = 0;
#elif defined(__APPLE_QUARTZ__)
  Fl_X::q_release_context(ip);
  if ( ip->xid == fl_window )
    fl_window = 0;
#endif

  if (ip->region) XDestroyRegion(ip->region);

#ifdef WIN32
  XDestroyWindow(fl_display, ip->xid);
#elif defined(__APPLE_QD__)
  if ( !parent() ) // don't destroy shared windows!
  {
    //+ RemoveTrackingHandler( dndTrackingHandler, ip->xid );
    //+ RemoveReceiveHandler( dndReceiveHandler, ip->xid );
    XDestroyWindow(fl_display, ip->xid);
  }
#elif defined(__APPLE_QUARTZ__)
  if ( !parent() ) // don't destroy shared windows!
  {
    //+ RemoveTrackingHandler( dndTrackingHandler, ip->xid );
    //+ RemoveReceiveHandler( dndReceiveHandler, ip->xid );
    XDestroyWindow(fl_display, ip->xid);
  }
#else
# if USE_XFT
  fl_destroy_xft_draw(ip->xid);
# endif
  XDestroyWindow(fl_display, ip->xid);
#endif
  
#ifdef WIN32
  // Try to stop the annoying "raise another program" behavior
  if (non_modal() && Fl::first_window() && Fl::first_window()->shown())
    Fl::first_window()->show();
#endif
  delete ip;
}

Fl_Window::~Fl_Window() {
  hide();
}

// FL_SHOW and FL_HIDE are called whenever the visibility of this widget
// or any parent changes.  We must correctly map/unmap the system's window.

// For top-level windows it is assummed the window has already been
// mapped or unmapped!!!  This is because this should only happen when
// Fl_Window::show() or Fl_Window::hide() is called, or in response to
// iconize/deiconize events from the system.

int Fl_Window::handle(int ev)
{
  if (parent()) {
    switch (ev) {
    case FL_SHOW:
      if (!shown()) show();
      else XMapWindow(fl_display, fl_xid(this)); // extra map calls are harmless
      break;
    case FL_HIDE:
      if (shown()) {
	// Find what really turned invisible, if is was a parent window
	// we do nothing.  We need to avoid unnecessary unmap calls
	// because they cause the display to blink when the parent is
	// remapped.  However if this or any intermediate non-window
	// widget has really had hide() called directly on it, we must
	// unmap because when the parent window is remapped we don't
	// want to reappear.
	if (visible()) {
	 Fl_Widget* p = parent(); for (;p->visible();p = p->parent()) {}
	 if (p->type() >= FL_WINDOW) break; // don't do the unmap
	}
#ifdef __APPLE_QD__
        hide();
	set_visible();
#elif defined(__APPLE_QUARTZ__)
        hide();
        set_visible();
#else
	XUnmapWindow(fl_display, fl_xid(this));
#endif // __APPLE__
      }
      break;
    }
//  } else if (ev == FL_FOCUS || ev == FL_UNFOCUS) {
//    Fl_Tooltip::exit(Fl_Tooltip::current());
  }

  return Fl_Group::handle(ev);
}

////////////////////////////////////////////////////////////////
// Back compatability cut & paste functions for fltk 1.1 only:

void Fl::selection_owner(Fl_Widget *owner) {selection_owner_ = owner;}

void Fl::selection(Fl_Widget &owner, const char* text, int len) {
  selection_owner_ = &owner;
  Fl::copy(text, len, 0);
}

void Fl::paste(Fl_Widget &receiver) {
  Fl::paste(receiver, 0);
}

////////////////////////////////////////////////////////////////

#include <FL/fl_draw.H>

void Fl_Widget::redraw() {
  damage(FL_DAMAGE_ALL);
}

void Fl_Widget::redraw_label() {
  if (window()) {
    if (box() == FL_NO_BOX) {
      // Widgets with the FL_NO_BOX boxtype need a parent to
      // redraw, since it is responsible for redrawing the
      // background...
      int X = x() > 0 ? x() - 1 : 0;
      int Y = y() > 0 ? y() - 1 : 0;
      window()->damage(FL_DAMAGE_ALL, X, Y, w() + 2, h() + 2);
    }

    if (align() && !(align() & FL_ALIGN_INSIDE) && window()->shown()) {
      // If the label is not inside the widget, compute the location of
      // the label and redraw the window within that bounding box...
      int W = 0, H = 0;
      label_.measure(W, H);
      W += 5; // Add a little to the size of the label to cover overflow
      H += 5;

      if (align() & FL_ALIGN_BOTTOM) {
	window()->damage(FL_DAMAGE_EXPOSE, x(), y() + h(), w(), H);
      } else if (align() & FL_ALIGN_TOP) {
	window()->damage(FL_DAMAGE_EXPOSE, x(), y() - H, w(), H);
      } else if (align() & FL_ALIGN_LEFT) {
	window()->damage(FL_DAMAGE_EXPOSE, x() - W, y(), W, h());
      } else if (align() & FL_ALIGN_RIGHT) {
	window()->damage(FL_DAMAGE_EXPOSE, x() + w(), y(), W, h());
      } else {
        window()->damage(FL_DAMAGE_ALL);
      }
    } else {
      // The label is inside the widget, so just redraw the widget itself...
      damage(FL_DAMAGE_ALL);
    }
  }
}

void Fl_Widget::damage(uchar fl) {
  if (type() < FL_WINDOW) {
    // damage only the rectangle covered by a child widget:
    damage(fl, x(), y(), w(), h());
  } else {
    // damage entire window by deleting the region:
    Fl_X* i = Fl_X::i((Fl_Window*)this);
    if (!i) return; // window not mapped, so ignore it
    if (i->region) {XDestroyRegion(i->region); i->region = 0;}
    damage_ |= fl;
    Fl::damage(FL_DAMAGE_CHILD);
  }
}

void Fl_Widget::damage(uchar fl, int X, int Y, int W, int H) {
  Fl_Widget* wi = this;
  // mark all parent widgets between this and window with FL_DAMAGE_CHILD:
  while (wi->type() < FL_WINDOW) {
    wi->damage_ |= fl;
    wi = wi->parent();
    if (!wi) return;
    fl = FL_DAMAGE_CHILD;
  }
  Fl_X* i = Fl_X::i((Fl_Window*)wi);
  if (!i) return; // window not mapped, so ignore it

  // clip the damage to the window and quit if none:
  if (X < 0) {W += X; X = 0;}
  if (Y < 0) {H += Y; Y = 0;}
  if (W > wi->w()-X) W = wi->w()-X;
  if (H > wi->h()-Y) H = wi->h()-Y;
  if (W <= 0 || H <= 0) return;

  if (!X && !Y && W==wi->w() && H==wi->h()) {
    // if damage covers entire window delete region:
    wi->damage(fl);
    return;
  }

  if (wi->damage()) {
    // if we already have damage we must merge with existing region:
    if (i->region) {
#ifdef WIN32
      Fl_Region R = XRectangleRegion(X, Y, W, H);
      CombineRgn(i->region, i->region, R, RGN_OR);
      XDestroyRegion(R);
#elif defined(__APPLE_QD__)
      Fl_Region R = NewRgn(); 
      SetRectRgn(R, X, Y, X+W, Y+H);
      UnionRgn(R, i->region, i->region);
      DisposeRgn(R);
#elif defined(__APPLE_QUARTZ__)
      Fl_Region R = NewRgn();
      SetRectRgn(R, X, Y, X+W, Y+H);
      UnionRgn(R, i->region, i->region);
      DisposeRgn(R);
#else
      XRectangle R;
      R.x = X; R.y = Y; R.width = W; R.height = H;
      XUnionRectWithRegion(&R, i->region, i->region);
#endif
    }
    wi->damage_ |= fl;
  } else {
    // create a new region:
    if (i->region) XDestroyRegion(i->region);
    i->region = XRectangleRegion(X,Y,W,H);
    wi->damage_ = fl;
  }
  Fl::damage(FL_DAMAGE_CHILD);
}

void Fl_Window::flush() {
  make_current();
//if (damage() == FL_DAMAGE_EXPOSE && can_boxcheat(box())) fl_boxcheat = this;
  fl_clip_region(i->region); i->region = 0;
  draw();
}

#ifdef WIN32
#  include "Fl_win32.cxx"
#elif defined(__APPLE__)
#  include "Fl_mac.cxx"
#endif

//
// The following methods allow callbacks to schedule the deletion of
// widgets at "safe" times.
//

static int		num_dwidgets = 0, alloc_dwidgets = 0;
static Fl_Widget	**dwidgets = 0;

void
Fl::delete_widget(Fl_Widget *wi) {
  if (!wi) return;

  if (num_dwidgets >= alloc_dwidgets) {
    Fl_Widget	**temp;

    temp = new Fl_Widget *[alloc_dwidgets + 10];
    if (alloc_dwidgets) {
      memcpy(temp, dwidgets, alloc_dwidgets * sizeof(Fl_Widget *));
      delete[] dwidgets;
    }

    dwidgets = temp;
    alloc_dwidgets += 10;
  }

  dwidgets[num_dwidgets] = wi;
  num_dwidgets ++;
}


void
Fl::do_widget_deletion() {
  if (!num_dwidgets) return;

  for (int i = 0; i < num_dwidgets; i ++)
    delete dwidgets[i];

  num_dwidgets = 0;
}


//
// End of "$Id: Fl.cxx,v 1.1 2007-08-31 10:13:41 dcommander Exp $".
//
